using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using Warlock.Input;

namespace Warlock
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        MapLoad MapL;
        Player testplayer;
        

        public Game1()
        {

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferHeight = 800;
            graphics.PreferredBackBufferWidth = 800;
            
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            
            spriteBatch = new SpriteBatch(GraphicsDevice);
            MapL = new MapLoad(".\\Resorse\\Ground\\Unter Grund.jpg", ".\\Resorse\\Ground\\Grund.png", 1, GraphicsDevice);
            InputManager.Instance.KeyDown += new KeyDownEventHandler(InMa_KeyDown);
            InputManager.Instance.MouseMoved += new MouseMovedEventHandler(Instance_MouseMoved);
            testplayer = new Player(".\\GameThumbnail.png", new Vector2(400, 400), 100, GraphicsDevice);
            // TODO: use this.Content to load your game content here
        }

        void Instance_MouseMoved(MouseMovedEventArgs e)
        {

            //testplayer.UpdateRotation(e.NewPosition);
            //Window.Title = testplayer.Rotation.ToString();
        }

        void InMa_KeyDown(KeyPressedEventArgs e)
        {
            if (e.PressedKeys.Contains(Keys.Escape))
            {
                this.Exit();
            }
            //if (e.PressedKeys.Contains(Keys.W))
            //{
            //    testplayer.CurentPos += Vector2.Multiply(new Vector2((float)Math.Cos(testplayer.Rotation),(float)Math.Sin(testplayer.Rotation)),1);

            //}
            //if (e.PressedKeys.Contains(Keys.S))
            //{
            //    testplayer.CurentPos -= Vector2.Multiply(new Vector2((float)Math.Cos(testplayer.Rotation), (float)Math.Sin(testplayer.Rotation)), 1);
            //}
            //if (e.PressedKeys.Contains(Keys.A))
            //{
            //    testplayer.CurentPos -= Vector2.Multiply(new Vector2((float)Math.Cos(testplayer.Rotation+1.5f), (float)Math.Sin(testplayer.Rotation+1.5f)), 1);
            //}
            //if (e.PressedKeys.Contains(Keys.D))
            //{
            //    testplayer.CurentPos += Vector2.Multiply(new Vector2((float)Math.Cos(testplayer.Rotation + 1.5f), (float)Math.Sin(testplayer.Rotation + 1.5f)), 1);
            //}
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            InputManager.Instance.Update();
            // TODO: Add your update logic here

            testplayer.UpdateRotation(new Vector2(Mouse.GetState().X, Mouse.GetState().Y));
            testplayer.UpdateMovement(Keys.W, Keys.S, Keys.A, Keys.D);
            
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            MapL.DrawUpdate(gameTime);
            PlayerManager.update();
            base.Draw(gameTime);
        }
    }
}
